Suwako Moriya

Contents

The other goddess of the Moriya Shrine and a far-off ancestor of Sanae, Suwako is a Mountain Goddess with an affinity for frogs and the power to create earth in many forms. The most screwed up character you will ever meet. Somehow, being able to spit water, conjure darkness and interact with snakes (the Mishaguji, the cursed gods of his history) comes along with the 'mountain goddess' package.

Advantages: Suwako is blessed with a wide variety of ranged melee and dense bullet attacks. Thanks to the density of j.6C and the cover provided by 22B/C, she's able to win many long range bullet battles. In addition, her ranged melee allows her to catch opponent running in. Some attacks like her Long-Arm-Long-Leg-san alt can even provide cover while moving in. Her j.5A is both meaty and can crossup. Her blockstrings are mostly airtight and deliver a lot of pressure, even her BnBs are powerful and deal lots of damage.

Disadvantages: Suwako is cursed with the poorest movement in Soku. Her ground graze is discontinuous, forcing her to block against long continuous bullets. In addition, there's a few frames both before and after her graze where she's unable to block, making her extremely vulnerable to awaiting melee attacks. Her fly is slow and can only be done in 3 directions, making closing in on the opponent difficult. While her airdash can make up for her fly's slow movement, it's not as flexible as a true fly. Even her normal ground forward movement has a large startup and forces her into the air, making her vulnerable to any air unblockable moves.

Standing idle as Suwako is actually just her crouching there ready to frog hop, so she's got an even smaller hitbox...

Regular movement consists of slow hops like a frog. The forward movement puts Suwako in the air, while the backwards movement counts as still being on the ground. Like Remilia she can initiate aerial moves at the apex of her forward hop.

Crouching actually conjures up a small lily pad that raises Suwako slightly into the air. Most low attacks will miss her in this state.

There is a brief delay in fully entering her crouching stance. If you're trying to 2A, press 2 and then immediately start mashing A, you'll just cancel the crouch and use a normal ground A attack.

Pressing up (7, 8, or 9) on the lily will automatically initiate highjump frames, so she doesn't have to use the usual 27/28/29 movements other characters might.

If you're not on a lily, you can highjump like the other characters without waiting for one to pop up by holding 2.

Grazing movement on the ground puts Suwako underground, her location revealed only by her hat. This consumes no spirit. It cannot be chained and is vulnerable when you emerge from the ground. She can avoid some melee attacks this way and is still capable of doing certain special moves while underground.

Pressing D2 in the air will automatically have Suwako fall straight down, submerge herself underground and then graze forward as if you were doing a normal D6. Consumes 1 spirit orb.

Flight consists of Suwako waving her arms like a maniac. As the button is held down, Suwako can be manuvered left and right, and will gradually ascend until the button is released.

You can cancel her flight and resume it in any direction as many times as long as you have at least one full orb. That's right, she has near infinite flight. She is restricted to two airdashes (44 or 66) or three in tempest like other characters.

Suwako's flight drains spirit differently than other characters. Instead of a continual and gradual drain, Suwako loses 1/4 spirit for every flap she makes.

Her ground tech/roll works much like Yukari's (except underground and not extra-dimensional) and gives no visible sign of which direction Suwako will pop back up in.

Some of her skill cards seem to have different functions depending on if she's grounded, in the air, on her lily pad, or underground. Some cards are also activated from the lily pad but the actual skill cannot be.

Rain from the Rain Frogs (alt 214B/C): Now deals less damage, the droplets travel much faster than before, and their size increases per level. However, the spread of the droplets have also been tightened considerably, which may have degraded its usefulness. The C version no longer creates more droplets.

Ancient Jade (alt 236B/C): Deals appx. 30% less damage. The B version now covers most of the ground but has very low vertical reach at long range, whereas C version has a bigger vertical reach towards the end of its range. Starting from level 3, the jades explode into crystals as they hit the ground and each crystal has a hitbox - but ONLY if this skill is used in the air, not underground.

Source Sign "Suwa Spring Water": Can now be used on lily.

Native God "Kero-chan Braves the Elements": The droplets now come in bubble form and they fall slower to the ground.

j.5C and 2C stones can now do damage even before they get flung.

Native God "The Red Frog in The Fourth Year of the Houei Era": Suwako's body now has a huge hitbox around her before she makes two copies of herself.

Lake of Nature (default 236B/C): This move has a hitbox on the diving Suwako as well as on the ground, validating new combos. Only a maximum of two of these moves can be chained at once now.

Native God's Curse (default 22B/C): The aura now begins much smaller at level 0, but increases in size after each level up. Becomes massive at level 4, making it a great wall against projectiles.

Native God "Long-Arm-Long-Leg-sama": Now 1% limit per hit. Each laser also travels much farther. Now has reversal properties.

Frog Stone God (alt 236B/C): Can now be done from the air, with a similar effect to j.2A.

Long-Arm-Long-Leg-san (alt 623B/C): The hitboxes of the lasers now do not appear immediately until after they have formed and begin homing in on the opponent.

Divine Tool "Moriya's Iron Wheel": Each hoop now bounces 4 times.

Cursing the Earth (alt 22B/C): As of 1.10, there is no longer a difference between B and C versions. Can now be used underground. The aura also slows down the opponent, making it great for pressuring.

Frog Hunting "Snake Eats the Croaking Frog": Can now be used on lily.

Native God "Moriya God": Now has invincibility frames on startup, thus making it a reversal. However, it is now grazable as well.

The properties for Suwako's hoops (6B, j.6B, j.2B, 3B) have been modified. They now travel through the opponent if grazed and can bounce back at them if charged.

66A has been changed. She now leaps higher and performs a j.5A, making it chainable into other air combos.

66B has been changed. It is now similar to her 6A, where she pops a tree out from the ground and thus increasing hitbox size as well.

66C has been changed. She now retains her dashing momentum while performing the move.

The distance of Suwako's ground dashing no longer has two preset distances. Instead, the distance she travels depends on how long you hold down the direction she is travelling. The max distance while travelling forward has been increased significantly, while the max distance travelling backwards is the same as in 1.03. The minimum distance (i.e. letting go as soon as ground dash is initiated) is about 1/3 of the max distance of a forward ground dash.

Control of Suwako's flight has been tightened significantly. She can now also recover spirit in the air after flying.

Suwako's backwards Border Escape animation has changed. She now hops backwards quickly instead of moving backwards underground, making it much safer than before.

Same as 6B, except it has two charge levels. First causes it to bounce once, second causes it to bounce twice before vanishing.

250*4

96%

4

5%*4

Causes 4/5th of an orb of spirit damage.

2B

From her lily, she spits out five little water orbs.

250*5

96.5%

5

5%*5

Causes 1¼ orbs of spirit damage.

2[B]

From her lily, she spits out seven water orbs.

250*7

96.5%

7

5%*7

Causes 1¾ orbs of spirit damage.

3B

Hops off of her lily pad and throws a hoop at a downwards angle at the ground. Cannot be charged like her other hoops, but bounces once automatically.

250*4

96%

4

5%*4

Causes 4/5th of an orb of spirit damage.

j.5B

Same as 5B.

250*4

96%

4

5%*4

Causes one orb of spirit damage.

j.5[B]

Same as 5[B].

250*6

94%

6

5%*4

Causes one and a half orbs of spirit damage.

j.2B

Same as 6B, except thrown at a 30 degree downwards angle. The aim only adjusts downwards from the initial angle (better for hitting targets below Suwako).

250*4

96%

4

5%*4

Causes 4/5th of an orb of spirit damage.

j.2[B]

Same as 6[B] with the aiming properties of j.2B.

250*4

96%

4

5%*4

Causes 4/5th of an orb of spirit damage.

j.6B

Same as 6B.

250*4

96%

4

5%*4

Causes 4/5th of an orb of spirit damage.

j.6[B]

Same as 6[B].

250*4

96%

4

5%*4

Causes 4/5th of an orb of spirit damage.

5C

Suwako claps and palms the floor, causing a tremor to ripple through the ground. A geyser of water emerges when the tremor reaches the opponent.

1000

85%

1

40%

Causes one orb of spirit damage. Rift attack.

5[C]

Same as 5C, but is larger and travels even faster.

1000

85%

1

40%

Causes one orb of spirit damage. Rift attack.

2C

From her lily, Suwako holds out her arms, conjuring a bunch of rocks swirling around her. Holding C will allow her to conjure more rocks (up to 13).

Up to 150*13

98%

5-13

5% per rock

Each rock causes 1/10th of an orb of spirit damage.

6C

Suwako leaps forward, hurling her arms upwards. A gigantic slab of rock detaches itself from the ground, hurling diagonally up into the air.

1200

85%

1

40%

Causes one orb of spirit damage. Rift attack.

6[C]

Version 1.10: After a brief charging period, Suwako does her 6C but with a much broader spray of shrapnel giving vertical reach.

1200-1685

85%

1-6

40%-65%

The biggest rock causes one orb of spirit damage and the smaller rocks cause 1/10th of an orb of spirit damage. Rift attack.

j.5C

Same as 2C, except launches 4 to 13 rocks instead.

Up to 150*13

98.5%

4-13

5% per rock

Each rock causes 1/10th of an orb of spirit damage.

j.2C

Suwako shoots herself underground and six giant droplets of water emerge from the ground in all directions.

976

83.0%

6

5%*6

Each droplet causes half an orb of spirit damage. Rift attack.

j.6C

Suwako fires a massive jet of water towards the opponent with very accurate aim.

100*10

98%

10

4%*10

Each hit causes 1/10th of an orb of spirit damage.

Old 5C from 1.03: Suwako claps and touches her palms to the floor, causing a tremor to ripple through the ground. Travels fast, but slow startup. When it reaches the opponent it emerges as the giant hand seen in her 2A. Will work when the opponent is a little in the air, but the way the hand comes up, the part nearest the opponent has a lower hitbox, so will only work if they're moving backwards or fairly low to the ground. If you HJC or similarly stop the move, the tremor will stop and no hand will ever emerge. Will also stop without event after travelling something like 2/3 of the screen. As of 1.10, is now a geyser of water, and no longer stops with distance or cancelling.

NOTE: Abbreviations will be used here because of Suwako's odd fighting style. A means 'aerial', G means 'ground', U means 'underground', L means 'lily'. This signifies where the skill can be used.

Lake of Nature - 236B/C:

A/U. She dives forwards into the ground, causing a tremor where she goes under. Can be used underground to cause her to briefly emerge while diving forwards, before submerging again with another tremor. This skill can be chained into itself, twice maximum as of 1.10. You can go from this into 214B/C geyser or other moves that pop you out of the ground. The move has hitboxes on Suwako and when she makes impact with the ground. It was not very good in 1.03, but is now buffed in 1.10 due to the added hitbox. It can now be chained into new combos. Levelling increases the size of the ground hitbox. Only the ground hit knocks down. Unsafe if not chained with another skill underground.

B version: Suwako travels a shorter distance by diving at a sharper angle.

C version: Suwako travels farther by diving at a more horizontal angle.

Monstrous Toad God - 623B/C:

G/U/L. Suwako clasps her hands together and is surrounded briefly by a small cage of strange dark energy in the shape of a frog. 4 hits, 40% limit. Level increases damage and size of cage. Has a fair bit of lag after the cage dissipates. This skillcard is grazeable as of 1.10. However, it can still be used for countering dashing opponents if you can predict their moves.

The differences in B and C version only take place if this skill is used underground.

B version: Suwako pops up from the ground and performs the skill.

C version: Suwako instantly appears on her lily pad and performs the skill.

Ancient Geyser - 214B/C:

A/U. Card can be activated from lily. Suwako pauses in midair, clasps her hands together and causes a geyser of water to shoot vertically from her feet straight into the ground. Preserves but slows momentum. If underground, she bursts out at a 180 degree angle and rides a geyser into the air. At the peak of this geyser you're free to fly straight off. This can be used following j.2C, j.2D, or any other underground move to make the moves safe and easily get yourself airborne again. Level increases damage and geyser width. Quite a good skill to have. Has a late airdash cancel point.

G/L. She makes an evil grin and releases a dark cloud from her hand that floats towards the opponent slowly. 4 hits, 40% limit. Can be charged for 8 hits, 80% limit. Cloud dissipates after a certain time, and only one can be on the field at once. Subsequent recasts will make the previous disappear. Upon hitting the enemy, they're briefly surrounded by either a red, blue, or green aura. The aura vanishes if Suwako takes damage. This skill is one of the only projectiles she has that can be used in tandem with her own offense, and it is extremely dense, making it one of her most useful skills. Leveling this skill increases damage, duration, speed, and size (as of 1.10) of the cloud. Aura begins to affect blocking opponents at level one, but its duration is much shorter. It's strongly recommended to have 4 of these in your deck.

A/U. She conjures eight green jades around her (like her C bullets, but not chargeable) and launches them towards the enemy. 6 hits, 30% limit. Underground version causes you to pop up out of the ground prior to firing. Despite appearances these bullets do not have a hitbox until they're flung, so they will not protect you. The bullets also fire at a downwards angle.
Leveling increases damage via summoning more projectiles. Starting from level 3, the jades explode into crystals as they hit the ground and each crystal has a hitbox - but ONLY if this skill is used in the air, not underground.

B version: Now covers most of the ground but has very low vertical reach at long range. If used underground, sends Suwako up a short distance before launching the jades.

C version: Has a bigger vertical reach towards the end of its range. If used underground, sends Suwako up higher but has longer startup.

Frog Stone God - 236B/C:

U/A. Skillcard can be activated from lily position, with skill from underground. Suwako suddenly emerges, clinging to a massive rock frog. 3 hits, 30% limit. This skill does not have graze frames, and the frog vanishes if you're hit. However, it is ungrazable and air unblockable, making it highly recommended over the default 236 skill. She bounces back off the frog once she finishes. Suwako can do this while backdashing, making for some interesting counters. Hits low and deals 5 orbs (!!) on wrongblock at max level.

B version: Travels a shorter distance, and does one less hit than the C version for levels 3 and above.

C version: Travels a greater distance, and does one extra hit than the B version for levels 3 and above.

Ancient Iron Wheel - 623B/C

A/L. Suwako takes out a hoop and twirls it over her head. 8 hits, 16% limit. Ground version launches Suwako up and forwards. Using this in the air will stall vertical momentum but preserve it horizontally, allowing for nice movement. Hitbox is slightly smaller than the sprite itself. This is actually a really good move. It enhances her combo ability and guard pressure significantly. It's a toss up between this or her laser skill.

C version: Lasts longer than the B version. 10 hits, 20% limit. If used on lily, Suwako will travel horizontally and slightly upward.

Long-Arm-Long-Leg-san - 623B/C

A. Suwako spreads out her arms and legs and shoots a laser from each. Once the lasers spread out far enough, they change course and home in on the opponent. A very useful skill that greatly improves her aerial bullet cover. 4 hits, 10% limit.

B version: Faster startup, lasers travel a short distance before homing in on the opponent.

C version: Longer startup, lasers travel a greater distance before homing in on the opponent.

Water Frog God - 214B/C:

G/L. Suwako takes off her hat (EEK), and a small teal frog pops out. C version causes the frog to start off farther away from Suwako. It slowly hops towards the enemy. Contact results in the frog exploding into a giant water geyser. Like a certain electric pink frog, these frogs will not actually explode as they hit the opponent, but rather pause (for a long time) on landing and check if anyone is in their hitbox. Unlike said electric frog, they will not double back if they miss and will instead continue to jump off the screen.

As of 1.10: If you hit the opponent with 3A and combine it with this card, her lily pad will "move" Suwako forward to the enemy very fast.

B version: The frog pops out a short distance from Suwako and takes small hops.

C version: The frog pops out a much greater distance from Suwako and takes larger hops.

Rain from the Rain Frogs - 214B/C:

G/L. Suwako strikes a pose and causes a bunch of giant droplets to fountain out around her. C version creates more droplets and projects them more horizontally. A very useful skill that aids her pressure immensely when combined with her clouds. As of 1.10, the droplets travel much faster than before, and their size increases per level. However, the spread of the droplets have also been tightened considerably, which may have degraded its usefulness. The C version no longer creates more droplets.

Holding 214B/C will make Suwako continue to make droplets. Up to 27 droplets, which can do up to roughly 2.3k damage at max level if all hits. Useful if you use Suwako's 22B/C dark cloud and combine 5C with this move, which can make some interesting pressure. Might work as okizeme as well.

B version: Travels a shorter distance.

C version: Travels a longer distance.

Cursing the Earth - 22B/C

U/G. Causes a circle of dark mist to swirl about on the ground for around ten seconds. Contact causes the enemy to be surrounded in one of the mentioned auras so long as they stand within it. Levels increase the area of effect. C version creates more mist than B version, but slower. As of 1.10, there is no longer a difference between B and C versions, can now be used underground. The aura also has a slowdown effect, making it great for pressuring and very useful for blockstrings.

Card can only be used from lily, and can only be activated using the regular casting method (holding a direction and then activating) since it has no animation of it's own. Causes 3 orbs of red light to spring up and circle around the enemy's sprite.

This move will then react randomly in one of four different ways.

1) Orange mist will appear when your opponent is attacking or using cards.

2) Orange mist will appear when your opponent is in blockstun.

3) Orange mist will appear when your opponent is dashing, high jumping, or grazing (As of 1.10)

As of 1.10: All situations will cause your opponent to take more damage while the mist is present.
Knocking down Suwako causes the move to reset and choose one of the four conditions. This skillcard no longer slowly drains opponent's health while the opponent is under hitstun, and the condition for when the opponent is knocked down is removed. The mist now disappears when the opponent gets hit, which is most obvious in her Curse God "Red Mouth Mishaguji-sama" spellcard. Instead, it has a fixed duration that increases for each level.

2,211 Damage. A/L. works much like her aerial 6C but in super form. As of 1.10, can be used on lily.

Divine Tool "Moriya's Iron Wheel":

2,039 Damage. G/A. Throws three charged iron hoops that each bounce 3 times (4 times as of 1.10). If used on the ground, Suwako throws them upwards. If in the air, she floats upwards briefly before throwing them down at the opponent. Weak super since they bounce about randomly and vanish quickly.

2,723 Damage. Ground only, works like her default 623 but in super form. Massive hitbox. As of 1.10, this spellcard has melee invincibility during startup, which makes it possible to use this card as a reversal. However, it is now also grazable. Limits.

Banquet Start "Two Bows, Two Claps & One Bow":

2,976 Damage. U/G. Suwako holds her hands out as gigantic stone hands rumble out from the earth, palms facing inwards. They then smash together in the center of the screen. If your enemy stands where the palm emerges from the earth, she'll take some additional damage even as the palm forces her into the other one. Can be interrupted if used on the ground. Suwako is invincible if this is used underground.

Native God "Kero-chan Braves the Elements":

3,079 Damage. A/L. Sprays rain all over the place. Unlike the special version of this, the rain will go directly up and then fall in a wide spread around her, so the bullets take a long time to get anywhere. As of 1.10, the droplets now come in bubble form and they fall slower to the ground. The bubbles won't disappear if Suwako gets hit. Useful as cover and okizeme.

U/L. Suwako hops up onto her lily (if underground), then clasps her hands before her. If the enemy is within her clasp range, she grabs the enemy and holds her down while a surge of water comes from behind her, flooding along the bottom of the screen. The grab cannot be blocked in the air. The initial wave is higher than the ones that follow it. Continues even if Suwako is somehow struck. Does fantastic chip damage if blocked. Can do up to 5,331 damage in Typhoon weather.

Frog Hunting "Snake Eats the Croaking Frog":

G/L. Suwako bows forward, and a massive serpent surges up from the ground in front of Suwako at insanely fast speeds. 29 hits, 4,189 damage. Has a massive hitbox that remains for around seven seconds if it whiffs. Final hit packs the most damage and also forces limit. Drains massive spirit on block. Grazable, but air unblockable. Long startup. Interesting to note that the snake's colour will match Suwako's hat.

Native God "Long-Arm-Long-Leg-sama":

Air only. Much like her skill card, except a fan of lasers is fired from each limb. Covers a big area around her limbs but is vulnerable on her sides. Preserves momentum on activation. If Suwako touches the ground during this card it will be canceled. As of 1.10, 1% limit per hit and has reversal properties. Can do up to 4,688 damage.

Special note: If timed correctly, this card can be used as a "free" White Tower Sword. If activated after a Dial A just after she dives but just before she enters the ground, the spellcard will be cancelled immediately before the activation, meaning no cards will be spent, leaving you in a neutral state on the ground allowing you to continue with your combo/blockstring.

Native God "The Red Frog in The Fourth Year of the Houei Era":

A/L. Suwako immediately creates two red clones of herself that fly out to her left and right, pause, and repeat her casting animation. However, at the end of this animation, they're surrounded by a field of red sparks (similar to Iku's super). Once done with this, they lunge to wherever the enemy may have moved and repeat the motion. They chain into each other several times for 19 hits and 3,801 damage (as of 1.10). Suwako cannot move while this card is in progres. Damage can vary due to location of where Suwako starts the card. This card can easily be combined with almost any combo, thanks to the 1.10 patch.

Frog's Rest "Always Able to Hibernate":

Underground only. Suwako freezes underground and falls asleep, with Z's flying out of her hat. Restores 3,012 health (can restore up to roughly 4,000 hp with 4 Substitute Dolls) Totally invincible while underground but vulnerable while she pops up. After the end of the sleeping animation, it's possible to use any underground special so you don't pop up completely helpless.

Ground only. Unblockable. Suwako pauses and then bows down on the ground, causing a wave of darkness to expand from her up to half the screen. If an enemy comes in contact with the wave (not the fog), they freeze as the screen turns to black and four white phantom snakes with red eyes emerge from the ground to stare at the victim. The entire screen then fades to black as the snakes savage the enemy for 31 hits and 5,031 damage with guaranteed limit. With a drawback, she's stuck there until she either gets hit or the wave actually damages the opponent. This spell card should be used when it is used immediately after the opponent is knocked down in a corner, this ensures the opponent will be hit by the black fog, (doesn't work very well on Yukari, Iku, Alice, Suwako and Patchouli, as they can move or teleport away if the opponent is quick to react) Lasts four seconds if opponent does not make contact with the fog. As of 1.10, the card dishes out 5,984 damage and the aura spreads at a much greater speed.

Midscreen BnB: 5AAA(3-4 hits) j.5B 66 j.5A(1-4 hits) j.6A ~ 2650/2750 damage
Spirit Orb Usage: 1
Notes: Very tricky, but it's one of the best moves you've got if you can manage to pull it off. 5B cannot be 66'd from unless you score exactly 3 or more hits during 5AAA's air-flailing. As a note, if you manage to push the enemy into the corner with this you can potentially land during j.5A and start up a dial-A combo and finish it for 3.6k damage total. Works on Remilia, Alice, Sanae, Reisen, and Aya. Sometimes works on Suika and Komachi.

Midscreen BnB: 5AAA(3 hits) j.5B 66 j.5A(4 hits) j.5B 66 j.5A 5AAA(4 hits) j.2B j.6C ~ 4080 damage
Spirit Orb Usage: 2
Notes: This can be quite difficult to pull off as it is quite situational. You have to start from near one corner and end up in the next, but technically I still call it a midscreen BnB. Works on Remilia, Alice, Sanae, Reisen, and Aya.
Sometimes works on Suika and Komachi.

Spirit Orb Usage: 3
Notes: Suwako's strongest BnB. Does 4.2k damage with level 0 236B/C and almost 4.5k damage at MAX level if done correctly. You might have to have some slight delay after you use j.5B in order to connect j.5A with 5AAA.
Works on Remilia, Alice, Sanae, Reisen, and Aya. Sometimes works on Suika and Komachi.

Spirit Orb Usage: 1
Notes: 100% Limit. Suwako needs to be near corner. If you use 6C instead of 6B, the damage will be only 1545.

5AA 2A 5B 623B/C ~ 2600 damage
Spirit Orb Usage: 2
Notes: Up to 4 hits possible with B, try and get them all out. The hitstun from 5A jabs and 2A lily are very brief, so be quick. B will not combo from lily 2A anywhere but in the corner. *Invalidated as of 1.10: 5AA 2A no longer exists.

Notes: One of Suwako's strongest corner combos also one of the most difficult combos she has. The hardest part of the combo is to connect j.6C, 66 and j.5A. Does not work on all characters. Sweet 3.9k damage and 100% Limit.

Notes: One of Suwako's strongest corner combos also one of the most difficult combos she has. The hardest part of the combo is to connect j.6C, 66 and j.5A. Does not work on all characters. 120% Limit.

Suwako's spacing is different from most other characters. Here are some tips to help with her awkward movement.

Suwako can jump or attack at any time while moving backwards. Her back hop is quite fast, so if the opponent is trying to attack at close range, she can sometimes dodge by hopping just out of range and then immediately countering with 5A. This is also useful if you are very close to the opponent but don't wish to attack with the regular jab string. As of 1.10: Suwako's back hop is now shorter and slower.

Her regular hop walk is vulnerable at all times, and you can't air dash right away. You can, however, attack immediately as soon as she leaves the ground. Try to keep in the air at all times so it's easier to dodge bullets. Suwako should either be hopping or on her lilly pad if she wants to have a safe way to escape from projectiles.

Her forward dash is unsafe and easilly baited if it's used to dodge projectiles. Pressing 6 to hop and then immediately air dashing is often more effective. Once airborn, Suwako can pressure decently well at this height with j.5A, j.6A and air dashes. Using this combination she can mostly stay on a horizontal plane while attacking for quite a while before she needs to come down to land.

Suwako's 6A can be cancelled into normal bullets or specials on block, as can her j.8A tree attack. Since these are melee attacks. Due to the interesting properties of these moves, they can be used very effectively to escape or pressure so long as the opponent is in a position where they will block or be hit by the move. As they're melee attacks and can't be grazed, this can be quite effective if done correctly.

thumb|350px|rightAuthor's notes: The following video presents some of Suwako's practical combos, nothing too flashy or difficult. They can all be performed in actual combat for the most part. This should also greatly assist some of you visual learners out there. The combos start off very easy and then picks up later on. I wanted to show a lot of combos in one movie, so this is going to go through most of them pretty fast. You might have to rewatch them if you do plan on using some of them.

WARNING: All midscreen combos that start with 5AAA j.5B only work on FIVE characters! Namely: Aya, Alice, Reisen, Remilia and Sanae. Fortunately, there's not a whole lot of them, but these happen to be the most damaging ones :(

Suwako's close range pressure game isn't half bad when she gets the momentum. She may not have reliable ways to deal chip or spirit damage like Reisen or Tenshi's blockstrings do, but what strings she can do are fairly airtight. All these are for the corner, since attempting them midscreen may not be safe.

5AAA(3-4 hits) j.5B 66 j.5A j.6A j.5B 66 j.5A, land, repeat
is a pretty basic blockstring. If you have her alternate 623 laserbeam skill card it can be added after the j.6A for some chip damage but only at certain angles. When Suwako dashes in with j.5A she comes down at such an angle with a meaty hitbox that the opponent rarely has any way to counter or escape.

5AA 6A j.6B 66 j.5A, land, repeat

j.5A j.8A j.5B 66 j.5A j.8A j.5B 66 j.5A, land

(with any alt 236 skill card other than the default, as it's unsafe on block) 5AA 6A j.6B j.2C 236B/C: If you're using the jade skill card, this string can be further followed up with an airdash into j.5A and so on.

5AAA(1-4hits) j.5B 66 j.5A, land, repeat

5AAA(1-4hits) j.5B 44 j.8A j.5B 66 j.5A, land, repeat

5AA j.2B j.6C 66 j.5A(j.2B j.6C 66 j.5A), land, repeat

5AA 5B hjc8 j.5B 66 j.5A, land, repeat

5AA hjc9 j.6A j.5B 66 j.5A, land, repeat

5AA 2A LB 66 j.5A, land, repeat

5AA 2A L3A LB 66 j.5A, land, repeat

5AA 2A LB 44 j.8A j.5B 66 j.5A, land, repeat

5A 2A LB 66 j.5A, land, repeat

5A 2A L3A LB 66 j.5A, land, repeat

5A 6A j.5B 66 j.5A, land, repeat

5A 6A j.5B 44 j.8A j.5B 66 j.5A, land, repeat

5A 6C 66 j.5A j.8A j.5B 66 j.5A, land, repeat

Note: All combos that begin with 5AA 2A are invalidated in 1.10, as this move no longer exists.

Note: This is a fairly powerful blockstring that you can use to guard crush your opponent and turn it into a combo at the same time. Assuming your opponent only blocks high and has all 5 spirit orbs, you can continue the entire string and turn it into a combo: 32 hit, 2497 damage, 120% limit. Alternatively, you can switch out j.6A for default 236B/C for a tiny bit of extra damage.

Note: I highly doubt you're gonna have to use the entire string for any of these, but I'm just putting extra moves for good measure (you know, in case your opponent actually blocks correctly throughout).

Check the enemy player's deck. If he/she has a spellcard/skillcard with invincible startup ready, wait till the opponent has used up that card before you heal yourself.

Check the weather. Some weathers will give Suwako bonuses in tactics, safety and even healing.

Check your health and spirit, do the same with the opponent.

Know your opponent. What character is he/she using? What tactic is he/she most familiar with?

Doing these four things will make it easier for you to decide which one of these nine tactics you are going to use.

Do nothing. This is a risky tactic, since Suwako will pop up completey vulnerable if she does that (unless you use it in Typhoon weather). However, this tactic can sometimes be useful, if the opponent is more familiar with the other tactics you use and expect you to come out with a dive or geyser for example. Don't use this tactic too much.

Lake of Nature - 236B/C. A more common tactic to use than the previous one, also a lot safer. If the enemy is close, use 236B. If the enemy is far away, use 236C. If the opponent is behind you, feel free to use 236B or 236C. It's strongly advised to combine 236B/C with 214B/C if the opponent blocks your dive for a safe escape.

Ancient Geyser - 214B/C. Also a common way to escape after the spellcard ends. Recommended to use this if the opponent is standing or jumping over you.

Monstrous Toad God - 623B/C. Not so common tactic as 2 and 3, but most important thing is that this tactic works. It's recommended to use C version rather than B version, since Suwako will instantly pop up on a lily and thus making most low attacks miss.

Ancient Jade - 236B/C. Safer than Ancient Geyser. It's almost like Ancient Geyser, but a lot faster, can potentially deal more damage and deals good spirit and chip damage on block at max level.

Frog Stone God - 236B/C. Most likely the safest tactic to use. It's both fast, powerful, safe on block and as a bonus, it's air unblockable. Highly recommended to use C version over B version, since it travels faster over a longer distance and could potentially deal more damage. Gets extremely useful at max level.

Cursing the Earth - 22B/C. Fast and safe skillcard to use as an escape tactic. Useful since this skill also creates a dark mist with curse effects around where you pop up from. The mist won't disappear if Suwako gets hit. 22C is recommended over 22B since it makes you pop up really high up in the air. Increases in usefulness every level.

Banquet Start "Two Bows, Two Claps & One Bow". In rare cases, the weather might change into Mountain Vapor while you are using Frog's Rest "Always Able to Hibernate", which makes this tactic available. Wait until you are done with the healing process and watch your enemy if he/she is close enough to get hit by this spellcard. If you have the enemy in range, use B+C quickly before you pop up, and hope that the card you activate will be Banquet Start "Two Bows, Two Claps & One Bow". Works best in midscreen.

Spring Sign "Jade of the Horrid River". Almost the same tactic as above. Effective against an opponent who is standing over Suwako.

This weather makes it easier for Suwako to stay in the air, which is one of the most important things. Suwako recovers so fast in the air that she would not have any problem taking advantage of near-infinite flight out of it.

Probably the worst weather for Suwako, since she is mostly in the air all the time. However, Suwako's Spring Sign "Jade of the Horrid River" and Curse God "Red Mouth Mishaguji-sama" can come in handy here.